4,244
edits
(// Edit via Wikitext Extension for VSCode) |
(// Edit via Wikitext Extension for VSCode) |
||
Line 88: | Line 88: | ||
| [[Savant#Accelerated Reflexes|Accelerated Reflexes]] || 5th || You get an extra Reaciton every turn and add your Intelligence Modifier to your Initiative Rolls | | [[Savant#Accelerated Reflexes|Accelerated Reflexes]] || 5th || You get an extra Reaciton every turn and add your Intelligence Modifier to your Initiative Rolls | ||
|- | |- | ||
| [[Savant#Quick Study|Quick Study]] || 5th || You gain | | [[Savant#Quick Study|Quick Study]] || 5th || You gain several Proficiencies that you can change that Proficiency during a Short or Long Rest | ||
|- | |- | ||
| [[Savant#Keen Awareness|Keen Awareness]] || 7th || You can't be [[Conditions#Surprised|Surprised]] and you can use a Reaction at the start of combat to Mark a creature, or take the Help, Ready, Recall, or Search Action | | [[Savant#Keen Awareness|Keen Awareness]] || 7th || You can't be [[Conditions#Surprised|Surprised]] and you can use a Reaction at the start of combat to Mark a creature, or take the Help, Ready, Recall, or Search Action | ||
Line 169: | Line 169: | ||
==== Quick Study ==== | ==== Quick Study ==== | ||
''5th Level Savant Feature''<br> | ''5th Level Savant Feature''<br> | ||
You are able to gain a working knowledge of new concepts exceptionally quickly. You gain Proficiency with one Skill, Tool, Weapon, and Language of your choice.<br> | You are able to gain a working knowledge of new concepts exceptionally quickly. You gain Proficiency with one Skill, [[Adventuring Gear#Tools|Tool]], [[Armor and Weapons#Weapons|Weapon]], and [[Languages|Language]] of your choice.<br> | ||
Over the course of 1 hour, which can be performed during a Short or Long Rest, you can replace any of these Proficiencies with another Proficiency of the same type. To do this you must have an example to learn from, such as a willing teacher or a manual. | Over the course of 1 hour, which can be performed during a Short or Long Rest, you can replace any of these Proficiencies with another Proficiency of the same type. To do this you must have an example to learn from, such as a willing teacher or a manual. | ||
<br><br> | <br><br> | ||
Line 217: | Line 217: | ||
= Scholarly Pursuits = | = Scholarly Pursuits = | ||
Listed below are the Scholarly Pursuits available to a Savant. | Listed below are the Scholarly Pursuits available to a Savant. | ||
<br><br> | |||
==== Agriculture ==== | |||
You have a keen interest in all growing things. You have Advantage on all Intelligence (Nature) Checks you make in relation to Plants, farms, agriculture, or gardening.<br> | |||
In addition, if you spend 8 hours tending to crops, plants, or other farmland. When you do so, you non-magically replicate the effects of the [[Level 3#Plant Growth|Plant Growth]] Spell as if you had taken 8 hours to cast the Spell in the area you tended to. | |||
<br><br> | <br><br> | ||
==== Astrology ==== | ==== Astrology ==== | ||
You are a student of star charts and constellations, and can use the movements of celestial bodies to predict the future. During a Long Rest when you can see the night sky, roll one d20 and record the number you rolled. You can replace any Attack Roll, Saving Throw, or Ability Check you make with this foretelling roll. You must choose to do so before | You are a student of star charts and constellations, and can use the movements of celestial bodies to predict the future. During a Long Rest when you can see the night sky, roll one d20 and record the number you rolled. You can replace any Attack Roll, Saving Throw, or Ability Check you make with this foretelling roll. You must choose to do so before you roll.<br> | ||
You can only use this foretelling roll once, and you lose it after you finish a Long Rest. | You can only use this foretelling roll once, and you lose it after you finish a Long Rest. | ||
<br><br> | |||
==== Craftsmanship ==== | |||
You are a student of fine creation. You gain Proficiency and Expertise with [[Adventuring Gear#Artisan's Tools|Jeweler's Tools]].<br> | |||
Also, while you are in sunlight you can spend 1 hour using a Set of [[Adventruing Gear#Artisan's Tools|Jewler's Tools]] to modify a gem you touch so that it absorbs the radiant light of the sun. As an Action, you can release the sunlight bound within the gem, causing it to emit Bright Light out to a Range of 30ft and Dim Light an additional 30ft. After 24 hours, gems modified in this way return to normal. | |||
<br><br> | <br><br> | ||
==== Falconry ==== | ==== Falconry ==== | ||
You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the Hawk game statistics, but it has an Intelligence Score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.<br> | You have spent many months learning to train birds of prey. You gain a Falcon companion which uses the Hawk game statistics, but it has an Intelligence Score of 8. You and your Falcon can communicate simple ideas with each other using simple gestures and sounds. Your Falcon is unwaveringly loyal to you and obeys your commands.<br> | ||
In combat, your Falcon shares your Initiative Score and acts on your turn. It can move and use its Reaction on its own, but it only takes the Dodge Action unless you use a Bonus Action to command it to take a different Action. This Action can be one from its stat block, or another Action. If you are Incapacitated, your Falcon acts to best protect itself and you.<br> | In combat, your Falcon shares your Initiative Score and acts on your turn. It can move and use its Reaction on its own, but it only takes the Dodge Action unless you use a Bonus Action to command it to take a different Action. This Action can be one from its stat block, or another Action. If you are [[Conditions#Incapacitated|Incapacitated]], your Falcon acts to best protect itself and you.<br> | ||
If your Falcon drops to 0 Hit Points, it makes Death Saving Throws. If your Falcon dies, your special skills allow you to track and train another Falcon over the course of an 8 hour period using 5GP worth of bait. This can be performed during a Long Rest. | If your Falcon drops to 0 Hit Points, it makes Death Saving Throws. If your Falcon dies, your special skills allow you to track and train another Falcon over the course of an 8 hour period using 5GP worth of bait. This can be performed during a Long Rest. | ||
<br><br> | <br><br> | ||
==== Fencing ==== | ==== Fencing ==== | ||
You gain Proficiency with Longswords, Rapiers, Sabers | You gain Proficiency with [[Armor and Weapons#Martial Melee Weapons|Longswords]], [[Armor and Weapons#Martial Melee Weapons|Rapiers]], and [[Armor and Weapons#Martial Melee Weapons|Sabers]].<br> | ||
When a creature you can see hits you with a Melee Attack while you are wielding one of these Weapons, you can use your Reaction to roll your Intellect Die and add the result to your AC against that Attack. If the | When a creature you can see hits you with a Melee Attack while you are wielding one of these Weapons, you can use your Reaction to roll your Intellect Die and add the result to your AC against that Attack. If the Attack misses, you can make a single Melee Weapon Attack against that creature as part of the same Reaction. | ||
<br><br> | <br><br> | ||
==== Marksmanship ==== | ==== Marksmanship ==== | ||
You gain | You gain Proficiency with all [[Armor and Weapons#Martial Ranged Weapons|Martial Ranged Weapons]]. When you make a Ranged Weapon Attack, you can use your Intellect Die in place of the Weapon's Damage Die. | ||
<br><br> | <br><br> | ||
==== Linguistics ==== | ==== Linguistics ==== | ||
You learn to speak, read, and write a number of Languages equal to your Intelligence Modifier.<br> | You learn to speak, read, and write a number of [[Languages]] equal to your Intelligence Modifier.<br> | ||
Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally. | Whenever you make a Charisma (Deception), Charisma (Persuasion), or Wisdom (Insight) check against a creature you are interacting with in a Language other than Common, as long as it can understand that Language, you treat any roll of 9 or lower on the d20 as a 10 in addition to the Advantage granted normally. | ||
<br><br> | <br><br> | ||
Line 260: | Line 270: | ||
==== Skill Mastery ==== | ==== Skill Mastery ==== | ||
You have spent significant time, effort, and research honing a singular skill. Choose a Skill or Tool that you are Proficient with. When you make an Ability Check that uses the chosen Skill or Tool Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br> | You have spent significant time, effort, and research honing a singular skill. Choose a Skill or [[Adventuring Gear#Tools|Tool]] that you are Proficient with. When you make an Ability Check that uses the chosen Skill or [[Adventuring Gear#Tools|Tool]] Proficiency, you can treat a roll of 7 or lower on the d20 as an 8.<br> | ||
You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time. | You can master this Scholarly Pursuit more than once, but you must choose a different Proficiency each time. | ||
<br><br> | <br><br> |